- Elemental Destruction: 3 mana epic shaman spell, deal 4-5 damage to all minions. overload (5)
- Bolf Ramshield: 6 mana 3/9 legendary neutral minion, whenever your hero takes damage, this minion takes it instead
- Buccaneer: 1 mana 2/1 common rogue pirate minion, whenever you equip a weapon, give it +1 attack
- Shady Dealer: 3 mana 4/3 rare rogue minion, battlecry: if you have a pirate, gain +1/+1
- The Mistcaller: 6 mana 4/4 legendary shaman minion, battlecry: give all minions in your hand and deck +1/+1
- Tournament Attendee: 1 mana 2/1 common neutral minion, taunt
- Twilight Guardian: 4 mana 2/6 epic neutral dragon minion, battlecry: if you're holding a dragon, gain +1 attack and taunt
- Boneguard Lieutenant: 2 mana 3/2 common neutral, inspire: gain +1 health
- Sparring Partner: 2 mana 3/2 rare warrior minion, taunt. battlecry: give a minion taunt
- Chillmaw: 7 mana 6/6 legendary neutral dragon minion, taunt. deathrattle: if you're holding a dragon, deal 3 damage to all minions.
- Kvaldir Raider: 5 mana 4/4 common neutral minion, inspire: gain +2/+2
- Shadowfiend: 3 mana 3/3 epic priest minion, whenever you draw a card, reduce its cost by (1)
- Spawn of Shadows: 4 mana 5/4 rare priest minion, inspire: deal 4 damage to each hero
- Arcane Blast: 1 mana epic mage spell, deal 2 damage to a minion. this spell gets double bonus from spell damage
- Dalaran Aspirant: 4 mana 3/5 common mage minion, inspire: gain spell damage +1
- Knight of the Wild: 7 mana 6/6 rare druid minion, whenever you summon a beast, reduce the cost of this card by 1
- Wildwalker: 4 mana 4/4 common druid minion, battlecry: give a friendly beast +3 health
- Murloc Knight: 4 mana 3/4 common paladin murloc minion, inspire: summon a random murloc
- Competitive Spirit: 1 mana rare paladin spell, secret: when your turn starts, give your minions +1/+1
- Bear Trap: 2 mana common hunter spell, secret: after your hero is attacked, summon a 3/3 bear with taunt
- Stablemaster: 3 mana 4/2 epic hunter minion, battlecry: give a friendly beast immune this turn
- Saboteur: 3 mana 4/3 rare neutral minion, battlecry: your opponent's hero power costs (5) more next turn
- Recruiter: 5 mana 5/4 epic neutral minion, inspire: add a 2/2 squire to your hand.
- Confessor Paletress: 7 mana 5/4 legendary priest minion, inspire: summon a random legendary minon
That's why ur bad. Paletress is vulnerable to... everything on turn 7. If you're able to get more than one legendary out of it then chances are you've won the game, anyway.There is a reason. Greed.
Sneeds gives you +4 stats for 1 mana less, but not the possibility for repetition, and is vulnerable against polymorph removal and silence. Also less tempo on the turn you play it.
I actually think it's > Sneeds.
That's why ur bad. Paletress is vulnerable to... everything on turn 7. If you're able to get more than one legendary out of it then chances are you've won the game, anyway.
I know I did. Again, you won't ever play this card. Your argument is moot.you got me
It's still a card I would auto include. Whether or not you actually play it on turn 6 is circumstantial, yes.Well, dropping a 6 mana 4/4 when you are under pressure is a sure way to lose the game, especially on curve. And you need to get 3-4 minions with the buff it to make it valuable.
So it's terrible against anything aggressive that tries to finish you off in the first 8 turns and probably pretty gud against everything else.
Well, there you go. Play this sometime, don't use hero power, then the sexy nun on 7 with free hero power.
If it's worth having 3 mana 2/2s in your deck. Could be with with other strong inspire cards that can't really be played on curve otherwise.
It's still a card I would auto include. Whether or not you actually play it on turn 6 is circumstantial, yes.
Re: Fencing coach. It's one of those Andhaira cards that's great in theory when you cram your deck full of shitty over-cost tech cards to compliment each other but most likely awful in practice.
Well, there you go. Play this sometime, don't use hero power, then the sexy nun on 7 with free hero power.
If it's worth having 3 mana 2/2s in your deck. Could be with with other strong inspire cards that can't really be played on curve otherwise.
And the new BGH that hits everything! Better than Naturalize for druids.